I am using the default PlayerCharacter and when I try to raycast the result is almost always the PlayerCharacter’s mesh itself.
PlayerController->GetHitResultUnderCursor(ECC_EngineTraceChannel1, true, HitResult);
When I log the component name that has been hit, the result is almost always CollisionCylinder
. Is there a way to change the PlayerCharacter’s TraceChannel to something else so that it wouldn’t hit itself?